Nukes
&
Dragons
Starfield
Cyberpunk 2077
Fallout 76
Fallout 4
TES V: Skyrim
The Outer Worlds
Changelog (3.2.2)
Fallout 76
-
Perks
Fallout 76 perks
Weapons
Pistol
Crack Shot
All pistols now have 10% more range and more accuracy when sighted.
Tank Killer
Your rifles and pistols ignore 12% armor and have a 3% chance to stagger.
Guerrilla
Your automatic pistols now do +10% damages.
Packin' Light
Your pistols weigh 25% less.
Gunslinger
Your non-automatic pistols now do +10% damage.
Expert Guerrilla
Your automatic pistols now do +10% damage.
Master Guerrilla
Your automatic pistols now do +10% damage.
Expert Gunslinger
Your non-automatic pistols now do +10% damage.
Master Gunslinger
Your non-automatic pistols now do +10% damage.
Modern Renegade
Pistols gain +15% hip fire accuracy and a +4% chance to cripple a limb.
Rifle
Arms Keeper
Your Rifles weighs 25% less.
Rifleman
Your non-automatic rifles now do +10% damage.
Commando
Basic combat training means automatic rifles do +10% damage.
Expert Commando
Rigorous combat training means automatic rifles now do +10% damage.
Master Commando
Lifelong combat training means automatic rifles now do +10% damage.
Expert Rifleman
Your non-automatic rifles now do +10% damage.
Master Rifleman
Your non-automatic rifles now do +10% damage.
Ground Pounder
Your rifles now reload 10% faster and have better hip fire accuracy.
Tank Killer
Your rifles and pistols ignore 12% armor and have a 3% chance to stagger.
Long Shot
Your rifles have 10% more range and more accuracy when sighted.
Tormentor
Your rifle attacks have a 5% chance of crippling a limb.
Shotgun
Shotgunner
Your shotguns now do +10% damage.
Expert Shotgunner
Your shotguns now do +10% damage.
Master Shotgunner
Your shotguns now do +10% damage.
Scattershot
Shotguns now weigh 30% less and you reload them 10% faster.
Skeet Shooter
Your shotguns have improved accuracy and spread.
Enforcer
Your shotguns gain a 5% stagger chance and a 10% chance to cripple a limb.
Heavy
Bear Arms
Heavy Guns weigh 30% less.
Expert Heavy Gunner
Your non-explosive heavy guns now do +10% damage
Heavy Gunner
Your non-explosive heavy guns now do +10% damage
Master Heavy Gunner
Your non-explosive heavy guns now do +10% damage
Lock and Load
Heavy guns reload 10% faster.
Stabilized
In Power Armor, heavy guns gain more accuracy and ignore 15% armor.
One Gun Army
Heavy guns gain a 4% stagger chance and a 4% chance to cripple a limb.
Melee
Slugger
Your two-handed melee weapons now do +10% damage.
Gladiator
Your one-handed melee weapons now do +10% damage.
Iron Fist
Your punching attacks do +10% damage.
Incisor
Your melee weapons ignore 25% of your target's armor.
Expert Gladiator
Your one-handed melee weapons now do +10% damage.
Master Gladiator
Your one-handed melee weapons now do +10% damage.
Expert Slugger
Your two-handed melee weapons now do +10% damage.
Master Slugger
Your two-handed melee weapons now do +10% damage.
Martial Artist
Your melee weapons weigh 20% less, and you can swing them 10% faster.
Stable Tools
Automatic melee weapons break 10% slower.
Explosive
Ordnance Express
Explosives weigh 30% less.
Grenadier
Your explosives detonate with a 50% larger radius.
Bow
Bow Before Me
Your bows and crossbows ignore 12% armor and have a 3% chance to stagger
Archer
Your bows and crossbows do +10% damage.
Expert Archer
Your bows and crossbows do +10% damage.
Master Archer
Your bows and crossbows do +10% damage.
Other
Basher
Gun bashing does +25% damage with a 5% chance to cripple your opponent.
Concentrated Fire
V.A.T.S. now targets limbs. Focus fire to gain accuracy and damage per shot.
Sniper
Gain improved control and hold your breath 25% longer while aiming scopes.
Glow Sight
Deal +20% damage to Glowing Enemies.
Fire in the Hole
See a throwing arc when tossing thrown weapons, and they fly 15% further.
Exterminator
Your attacks ignore 25% armor of any insect.
Science
You can craft energy weapons, energy damage gains +5% Bonus. (Plans required)
Licensed Plumber
Your pipe weapons break 20% more slowly and are cheaper to repair.
Demolition Expert
Your explosives do +20% damage.
Gunsmith
Guns break 10% slower and you can craft Tier 1 guns. (Plans required)
Science Expert
Craft Rank 2 energy weapons mods, energy damage gains +5% bonus. (Plans required)
Science Master
Craft Rank 3 energy weapons mods, energy damage gains +5% bonus. (Plans required)
Weapon Artisan
You can repair any weapon to 130% of normal maximum condition.
Adrenaline
Gain +6% (max 36%) damage for 30s per kill. Duration refreshes with kills.
Mister Sandman
At night your silenced weapons do an additional 50% sneak attack damage.
Covert Operative
Your ranged sneak attacks deal 2.15x normal damage.
Luck of the Draw
Slight chance your weapon will repair itself when hitting an enemy.
Bloody Mess
5% bonus damage means enemies may explode into a gory red paste.
S.P.E.C.I.A.L.
Constant
Legendary Agility
+1 AGI and +1 AGI Perk Points. Perk Points cap at 15.
Legendary Charisma
+1 CHR and +1 CHR Perk Points. Perk Points cap at 15.
Legendary Endurance
+1 END and +1 END Perk Points. Perk Points cap at 15.
Legendary Intelligence
+1 INT and +1 INT Perk Points. Perk Points cap at 15.
Legendary Luck
+1 LCK and +1 LCK Perk Points. Perk Points cap at 15.
Legendary Perception
+1 PER and +1 PER Perk Points. Perk Points cap at 15.
Legendary Strength
+1 STR and +1 STR Perk Points. Perk Points cap at 15.
Situational
Night Person
Gain +1 INT and +1 PER between the hours of 6:00 p.m. and 6:00 a.m.
Solar Powered
Gain +1 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
Radicool
The greater your Rads, the greater your Strength (max +5 STR)!
Hard Bargain
Buying and selling prices at vendors are better.
Magnetic Personality
Gain 1 Charisma for each teammate, excluding yourself.
V.A.T.S.
Concentrated Fire
V.A.T.S. now targets limbs. Focus fire to gain accuracy and damage per shot.
Awareness
You can view a target's specific damage resistances in V.A.T.S.
Gun Fu
V.A.T.S. swaps target on kill with +10% damage to your next target.
Grim Reaper's Sprint
Any kill in V.A.T.S. has a 15% chance to restore all Action Points.
Mysterious Stranger
The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand.
Psychopath
Every kill in V.A.T.S. has a 5% chance to refill your Critical Meter.
Critical Savvy
Critical Hits now only consume 85% of your critical meter.
Four Leaf Clover
Each hit in V.A.T.S. has a chance to fill your Critical meter.
Better Criticals
V.A.T.S. criticals now do +50% damage.
Stealth
Night Eyes
Gain Night Vision while sneaking between 6:00 p.m. and 6:00 a.m.
Mister Sandman
At night your silenced weapons do an additional 50% sneak attack damage.
Light Footed
While sneaking, you never trigger mines or floor-based traps.
Ninja
Sneak attacks with melee weapons do 2.3x normal damage.
Covert Operative
Your ranged sneak attacks deal 2.15x normal damage.
Escape Artist
Sneak to lose enemies, and running no longer affects stealth.
Sneak
You are 25% harder to detect while sneaking.
Armor
Sturdy Frame
Armor weighs 25% less than normal
Fix it Good
You can repair armor and Power Armor to 130% of normal maximum condition.
Portable Power
All Power Armor parts and chassis weights are reduced by 25%.
Power Patcher
Your Power Armor breaks 20% more slowly and is cheaper to repair.
Lucky Break
Slight chance your equipped armor will repair itself when struck.
Only In Power Armor
Power Sprinter
While in Power Armor, Sprinting consumes 20% fewer Action Points
Electric Absorption
10% chance enemy energy attacks recharge your power armor's fusion core.
Power Armor Reboot
15% chance to auto-revive with full health if you're downed in Power Armor.
Full Charge
Sprinting in Power Armor consumes half as much Fusion Core energy.
Pain Train
Damage and stagger enemies by sprinting into them with Power Armor.
Power User
Fusion Cores now last 30% longer.
Fix it Good
You can repair armor and Power Armor to 130% of normal maximum condition.
Portable Power
All Power Armor parts and chassis weights are reduced by 25%.
Power Patcher
Your Power Armor breaks 20% more slowly and is cheaper to repair.
Stabilized
In Power Armor, heavy guns gain more accuracy and ignore 15% armor.
Only Without Power Armor
Barbarian
Every point of Strength adds +2 Damage Resist (Max 40). (No Power Armor)
Ironclad
Gain 10 Damage and Energy Resistance while not wearing Power Armor.
Marathoner
Sprinting consumes 20% fewer Action Points. (No Power Armor)
Moving Target
Gain +15 Damage and Energy Resistance while sprinting. (No Power Armor)
Evasive
Each AGI point adds +1 Damage and Energy Resist (max 15). (No Power Armor)
Sneak
You are 25% harder to detect while sneaking.
Serendipity
While below 30% health, gain a 15% chance to avoid damage. (No Power Armor)
Junk Shield
Carry junk to gain up to 10 Damage and Energy Resistance. (No Power Armor)
Team
Taking One For The Team
Enemies take 10% more damage when they attack you, if you're on a team.
Rad Sponge
When affected by rads, you periodically heal 80 rads on nearby teammates.
Bodyguards
Gain 6 Damage and Energy Resist (max 18) for each teammate excluding you.
Friendly Fire
Teammates hit by your flame weapons regen health briefly (no Molotov).
Inspirational
When you are on a team, gain 5% more XP.
Philanthropist
Restore some of your teammates hunger and thirst when you eat or drink.
Squad Manuevers
Run 10% faster when part of a team.
Strange in Numbers
Positive mutation effects are 25% stronger if teammates are mutated too.
Magnetic Personality
Gain 1 Charisma for each teammate, excluding yourself.
Consumables
Thru-Hiker
Food and drink weights are reduced by 30%
Traveling Pharmacy
Weights of all Chems (including Stimpacks) are reduced by 30%.
Professional Drinker
There's no chance you'll get addicted to alcohol
Hydro Fix
Chems generate 50% less thirst.
Chem Resistant
You're half as likely to get addicted when consuming Chems.
Chemist
You get double the quantity when you craft chems!
Starched Genes
Less chance for you to mutate from rads or for Radaway to cure mutations.
Good with Salt
Food in your inventory will spoil 30% more slowly.
Duration
Chem Fiend
Any chems you take last 30% longer.
Field Surgeon
Stimpaks and RadAway will now work much more quickly.
Secret Agent
Stealth Boys last twice as long.
Curator
The benefits of bobbleheads and magazines last twice as long.
Potency
Dromedary
All drinks quench thirst by an additional 25%
Slow Metabolizer
All food satisfies hunger by an additional 25%.
Good Doggy
Eating dog food is now three times as beneficial.
Lead Belly
You take 30% less radiation from eating and drinking.
Cola Nut
Nuka-Cola products are now twice as beneficial.
Happy-Go-Lucky
Your luck is increased by 2 while under the influence of alcohol.
Field Surgeon
Stimpaks and RadAway will now work much more quickly.
First Aid
Stimpaks restore 15% more lost Health.
Procurement
Pannapictagraphist
You hear directional audio when in range of a Magazine.
Percepti-Bobble
You hear directional audio when in range of a Bobblehead.
Crafting
Inrease quantity
Ammo Factory
Produce 50% more rounds when crafting ammunition.
Chemist
You get double the quantity when you craft chems!
Ammosmith
Produce 40% more rounds when crafting ammunition.
Super Duper
When you craft anything, there is a 10% chance you'll get double results!
Unlocks
Science
You can craft energy weapons, energy damage gains +5% Bonus. (Plans required)
Gunsmith
Guns break 10% slower and you can craft Tier 1 guns. (Plans required)
Power Smith
You can now craft advanced Power Armor mods. (Plans required)
Armorer
You can now craft advanced armor mods. (Plans required)
Science Expert
Craft Rank 2 energy weapons mods, energy damage gains +5% bonus. (Plans required)
Science Master
Craft Rank 3 energy weapons mods, energy damage gains +5% bonus. (Plans required)
Home Defense
You can craft and disarm better traps and craft better turrets. (Plans required)
Repears
Fix it Good
You can repair armor and Power Armor to 130% of normal maximum condition.
Weapon Artisan
You can repair any weapon to 130% of normal maximum condition.
Loot
Amount
Green Thumb
Reap twice as much when harvesting flora.
Butcher's Bounty
40% chance to find extra meat from animal corpses.
Can Do!
40% chance to find an extra canned food in food containers.
Scrounger
40% chance to find extra ammo in ammo containers.
Pharma Farma
40% chance to find extra first aid Chems in chem containers.
Woodchucker
Collect twice as much when harvesting wood.
Cap Collector
You find 33% more bottle caps in caps stashes.
Audio signals
Pannapictagraphist
You hear directional audio when in range of a Magazine.
Percepti-Bobble
You hear directional audio when in range of a Bobblehead.
Fortune Finder
You hear directional audio when in range of a Caps Stash.
Infiltration
Master Infiltrator
Auto-unlock skill 0 terminals and locks.+3 Lockpick and Hacking skills.
Expert Picklock
Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Master Picklock
Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Picklock
Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Hacker
Gain +1 hacking skill, and terminal lock-out time is reduced.
Master Hacker
Gain +1 hacking skill, and terminal lock-out time is reduced.
Expert Hacker
Gain +1 hacking skill, and terminal lock-out time is reduced.
Resistances
Funky Duds
+50 Poison Damage Resist when wearing a matching set of armor.
Sizzling Style
+50 Fire Damage Resist when wearing a matching set of armor.
Taking One For The Team
Enemies take 10% more damage when they attack you, if you're on a team.
What Rads?
+50 Rad Resist, restore 1 Rad per second.
Bullet Shield
Gain 20 Damage Resistance while firing a heavy gun.
Barbarian
Every point of Strength adds +2 Damage Resist (Max 40). (No Power Armor)
Blocker
Take 15% less damage from your opponents' melee attacks.
Refractor
Gain +10 Energy Resistance.
Rad Resistant
Gain +10 Radiation Resistance.
Fireproof
Take 15% less damage from explosions and flame attacks.
Ironclad
Gain 10 Damage and Energy Resistance while not wearing Power Armor.
Bodyguards
Gain 6 Damage and Energy Resist (max 18) for each teammate excluding you.
Lone Wanderer
When adventuring alone, take 10% less damage and gain 10% AP regen.
Nerd Rage!
While below 20% Health, gain 20 Damage Resist, 10% damage and 15% AP regen.
Moving Target
Gain +15 Damage and Energy Resistance while sprinting. (No Power Armor)
Evasive
Each AGI point adds +1 Damage and Energy Resist (max 15). (No Power Armor)
Junk Shield
Carry junk to gain up to 10 Damage and Energy Resistance. (No Power Armor)
Weight
Weapons
Bear Arms
Heavy Guns weigh 30% less.
Martial Artist
Your melee weapons weigh 20% less, and you can swing them 10% faster.
Scattershot
Shotguns now weigh 30% less and you reload them 10% faster.
Ordnance Express
Explosives weigh 30% less.
Arms Keeper
Your Rifles weighs 25% less.
Armor
Sturdy Frame
Armor weighs 25% less than normal
Ammo
Bandolier
Ballistic weapon ammo weighs 45% less.
Batteries Included
Energy weapon ammo weighs 30% less.
Ordnance Express
Explosives weigh 30% less.
Consumables and Materials
Thru-Hiker
Food and drink weights are reduced by 30%
Pack Rat
The weight of all junk items is reduced by 25%.
Traveling Pharmacy
Weights of all Chems (including Stimpacks) are reduced by 30%.
Flat Bonus
Strong Back
Gain +10 to carry weight.
Other
Hack and Slash
20% chance for melee VATS attacks to do area damage.
Survival Shortcut
Generate 1 survival aiding chem every 30 minutes. Up to a max of 5.
Blood Sacrifice!
When you die, teammates gain +25 DR and heal 40 HP over 8 seconds.
Brawling Chemist
Generate 1 combat enhancing chem every hour. Up to a max of 3.
Collateral Damage
Enemies killed with a melee weapon have a 10% chance to explode.
Detonation Contagion
Enemies killed with a thrown explosive have a 20% chance to explode.
Exploding Palm
While unarmed, 5% chance of triggering an explosion on attack hits.
Far-Flung Fireworks
Enemies killed with a ranged weapon have a 10% chance to explode.
Follow Through
Ranged sneak damage increases damage to target by 10% for 30 seconds.
Retribution
Blocking a melee attack restores 1 HP and 1 AP for 15 seconds.
Aquaboy/Aquagirl
You no longer take Rad damage from swimming and can breathe underwater.
Revenant
Gain +25% damage bonus for 2 minutes when a player revives you.
Vaccinated
Increased Disease Resistance based on END.
Iron Stomach
Increased Damage Resistance based on END while not diseased.
Thirst Quencher
Increased Max AP based on END while not diseased.
Natural Resistance
Increased Non-Physical Resistances based on END while not diseased.
Lifegiver
Gain a total of +15 to your maximum Health.
All Night Long
Hunger and thirst grow 20% more slowly at night.
Ghoulish
Radiation now regenerates your lost Health.
Rejuvenated
You gain increased benefit from being Well Fed or Well Hydrated.
Cannibal
Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores Health and hunger.
Munchy Resistance
Using chems induces 50% less hunger.
Adamantium Skeleton
Your limb damage is now reduced by 30%.
Sun Kissed
Slowly regen radiation damage between the hours of 6:00 a.m. and 6:00 p.m.
Homebody
Gain gradual health regeneration while in your camp or workshop.
Nocturnal Fortitude
Gain +20 to Max Health between the hours of 6:00 p.m. and 6:00 a.m.
Photosynthetic
Gain Health regen between the hours of 6 a.m. and 6 p.m.
Animal Friend
Aim your gun at any Animal below your level for a 25% chance to pacify it.
Happy Camper
Hunger and thirst grow 40% more slowly when in camp or in a team workshop.
Party Boy/Girl
The positive effects of pre-war alcohol are doubled.
Quack Surgeon
Revive other players with liquor!
Spiritual Healer
You regenerate health for 5 seconds after reviving another player.
Team Medic
Your stimpaks now also heal your teammates for half the normal strength.
Bloodsucker
Bloodpacks now satisfy thirst, no longer irradiate, and heal 50% more.
E.M.T.
Players you revive come back with health regen for 15 seconds.
Injector
Players you revive have +6 Action Point regen for 10 minutes.
Suppressor
Reduce your target’s damage output by 10% for 2 seconds after you attack.
Dry Nurse
You have a 50% chance to keep your Stimpak when you revive another player.
Healing Hands
Players you revive are cured of all Rads.
Travel Agent
You pay 30% fewer Caps when Fast Traveling.
Overly Generous
Rads increase your chance to inflict 25 Rads with melee attacks!
Anti-Epidemic
Your disease cures have a 50% chance to cure a disease on nearby teammates.
Tenderizer
Make your target receive 5% more damage for 5 seconds after you attack.
Wasteland Whisperer
Aim your gun at a creature below your level for a 25% chance to pacify it.
Makeshift Warrior
Melee weapons break 10% slower and you can craft Tier 1 melee weapons. (Plans required)
Contractor
Crafting workshop items now costs 25% fewer materials.
Pharmacist
RadAway removes 30% more radiation.
Scrapper
Obtain more components when you scrap weapons and armor.
Robotics Expert
Hack an enemy robot for a 25% chance to pacify it.
Wrecking Ball
You deal +40% damage to workshop objects.
Dodgy
Avoid 10% of incoming damage at the cost of 30 Action Points per hit.
Goat Legs
Take 40% less damage from falling.
Gun Runner
Your running speed is increased by 10% when you have a pistol equipped.
Action Boy/Girl
Action Points regenerate 15% faster.
Born Survivor
Falling below 20% health will automatically use a Stimpak, once every 20s.
Dead Man Sprinting
Sprint 10% faster at increased AP cost when your health is below 40%.
White Knight
Your armor breaks 20% more slowly and is cheaper to repair.
Mysterious Savior
A Mysterious Savior will occasionally appear to revive you when downed.
Mystery Meat
Stimpaks may generate edible meat tissue. Higher Rads improve the chance.
Quick Hands
Gain a 6% chance to instantly reload when your clip is empty.
Ricochet
Gain a 6% chance to deflect back some of enemies' ranged damage. (No PvP)
Storm Chaser
Gain health regeneration while outside during rain or Rad Storms.
Last Laugh
You drop a live grenade from your inventory when you die.
Mutations
Strange in Numbers
Positive mutation effects are 25% stronger if teammates are mutated too.
Starched Genes
Less chance for you to mutate from rads or for Radaway to cure mutations.
Class Freak
The negative effects of your mutations are reduced by 25%.